Game Development Fundamentals


Game Development Fundamentals

Game Development FundamentalsOverview

For this assessment task you are expected to construct a prototype level/area as a “proof of concept” for the game that you have designed in Assignment 1. The prototype should function with proper game logic utilizing self-created and pre-made artistic and programming assets.

The following course learning outcomes are assessed by completing this assessment:

  • Identify the appropriate and correct syntax and programming constructs for different game development requirements.
  • Select and apply appropriate games development approaches to solve a real world game design;
  • Create a range of assets for a game’s project;
  • Use programming constructs to respond to user input and to create object and character behaviours;
  • Analyse, design and implement game concepts using structured and basic object orientated programming concepts;
  • Test and debug code to correctly meet game design requirements.
  • Operate appropriate software packages to design and build games and interactive media products that align with client and project expectations;
  • Utilise appropriate software environments to develop and integrate code implementations with game assets.

Semester Assessment Overview

You will go through the game development life cycle outlined in Lecture 2 during this semester to design a game and develop a small prototype of that game for Windows PC.

The Game Prototype is related to your designs outlined in your Game Design Document.

Weekly Quests

Week 11 Game Prototype will be developed based on your Designs from your Game Design Document

After your game pitch, you will have reiterated and written a game design document for Assignment 1 that discusses your game idea in detail, including some or all of the following: genre, story, setting, characters, objects and game mechanics. Using your game design document, you must now develop a small functional “proof of concept” prototype that showcases part of a level or contained area of your game.

What does “proof of concept” mean?

  • A Proof of Concept prototype is simply an abbreviated version of your game, developed to show off particular features of your choosing (that should be appealing). Your Proof of Concept prototype does not have to be a full-length level or game, it can be as simple as a few aspects of game play.
  • Here are some just some examples of different proof of concept prototypes:
  • RPG: an option would be to showcase a small village with a few characters you can talk to, with a couple of game mechanics – rather than showcasing an intricate RPG combat system.
  • Shooter or Racing: the markers will probably expect that your prototype will have at least some shooting or racing respectively!
  • Platformer: at minimum some platforms and jumping should be involved in your prototype, and possibly an enemy or two to dodge or attack.
  • Remember: the core mechanics and scripted events of your game will really show proof of your game concept in the prototype assignment.

There are a number of requirements that you must adhere to when completing this assessment task:

  • Assets – Creation and Use
  • 2D games must have at least four 2D assets (not just primitive shapes) created by yourself. Static sprites and world terrain are the most likely choices here.
  • 3D games should have at least four assets (not just primitive shapes) created by yourself in 2D (materials), 3D (meshes), and/or even a world terrain (3D level mesh or Unity terrain).
  • Can be used to develop 2D assets (see Lab 1 for GIMP instructions).
  • You can use alternatives like Photoshop for your assignment but there will be no labs exploring this alternative.
  •  Can be used to develop 3D assets (see Labs 2 and 3 for Blender instructions).
  • You can use alternatives like 3ds Max or Maya for your assignment but there will be no labs exploring these alternative.
  •  Can be used to develop a Terrain (see Lab 6 for Unity 3D Terrain) and place primitive shaped 3D assets. Unity also has a huge library of over 3000 free premade assets you can import and use, and not limited to just art assets (see Labs 4 to 10 regarding Unity and Moodle Resources links to free assets).
  • Unity is a requirement for developing your game prototype, do not use any other game engine software (see Labs 4 to 10 regarding developing simple games and triggered events in Unity as well as Moodle links to Unity tutorials to build small playable games for multiple genres).
  • Single player Multi-player will make the scope much larger – too much for this introductory course (unless your multiplayer design has been approved by the lecturer).
  • Objects
  • Engaging use of Objects including the player, objects in your scene(s), camera and light sources. These will have components and scripts to create the mechanics of your game.
  • Materials placed on game Objects to distinguish them apart from one another.
  • Scripts
  • Written in C#.Scripts to give user control over the player character/object.
  • Scripts to trigger events and collision detection on game Objects.
  • Components
  • Components added to your game Objects where appropriate such as Animators, Rigidbody and Colliders.
  • UI Text or Interface
  • Unity UI elements scripted to control their functionality such as a scoring system, ammunition left, chat dialogue or another interface element.
  • Brief Report
  • You should also submit a report detailing what you have done. Do not rely on the marker noticing which criteria you have met, so highlight where you have implemented each element.
  • Any major aspects of the game which have changed since your game design document, explaining why this has occurred.
  • Any limitations or known bugs in the game. A list of assets that you developed yourself, and any premade assets (such as Unity’s standard asset packages and free assets from the Unity store) or external assets (found online) used in the project and their source.


  • Within your Unity game prototype project folder, create a “Build” and “Report” folder.
  • Save a Windows x86 (.exe) build within the “Build” folder (using Unity’s built-in Build function).
  • Save your report in the “Report” folder.
  • Zip the entire Unity game prototype project folder, and submit this single ZIP file.
  • The zip file should contain your report, your Unity project and the final build of your prototype.
  • Note: Moodle only accepts a maximum of 0mb files for submission. If your ZIP file exceeds this, please upload the ZIP file to a free file cloud storage service such as:

o  Microsoft OneDrive (5gb free), Dropbox (2gb free), or Google Drive (15gb free

  • Then make sure to share the file publicly or with your tutor/lecturer, and provide a link to the file within your Moodle submission.

Marking Criteria/Rubric

The rubric below assumes that everything is working – except prototype features you have specified in your report as a known bug or limitation of your prototype.

The prototype development criteria is based on assessing your Unity project by looking at the pieces that make up your assets and scene(s), as well as how all the objects come together appropriately in your scene(s). The marks are also based on the level of complexity introduced in the lab work. So for example if you self-develop a 3D model that is as complex as or more so than the Robot 3D model, you will score high.

The prototype gameplay criteria is based on actually playing and reviewing your prototype build.  Your unique mechanics and aesthetics will also play a part in determining if your prototype is worth a higher score than just simply replicating a scene similar to the lab work.


The marking rubric above shows a scale for excellent to poor, and a zero for not meeting this criteria. Each item represents a scale of excellent (High Distinction level work), good (Credit to Distinction level work), average (Pass level work), poor (below Pass level) and not completed, and partial marks between may be awarded. You will receive marks and feedback within two weeks of submission, uploaded to your Moodle submission.


You must not allow other students to copy your work and must take care to safeguard against this happening. More information about the plagiarism policy and procedure for the university can be found at

CRICOS Provider No. 00103D        ITECH2001 Assignment 2: Game Prototype























































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